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GDC Extras Archive

The GDC (Game Developers Conference), previously the Computer Game Developers Conference, is a series of events held worldwide to bring together developers, marketers, management, artists, and others involved in the creation of electronic entertainment. Besides the main events, GDC also maintains an archive of presentations and recordings at The GDC Vault.

This collection consists of additional video and audio material from the GDC archives outside the GDC Vault's mission, that still hold a cultural impact and interest in the history of the video game industry.

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GDC Extras Archive
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March 22-26, 2004 San Jose, CA
GDC Extras Archive
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March 4-8 2003 San Jose, CA
GDC Extras Archive
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March 20-24, 2001
GDC Extras Archive
movies
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This video presentation from the 1999 Game Developers Conference explores the architecture of id Software's latest first-person shooter, Quake 3 Arena. Brian Hook discusses basic research into curved surface rendering, issues dealt with in deploying an OpenGL based game, the architecture of the back-end shading pipeline, the lighting model, and LOD algorithms for models and curved surfaces.
Topics: Brian Hook, Quake 3
GDC Extras Archive
texts
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Conference: May 4-8, 1998
GDC Extras Archive
movies
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Part of the 2007 Independent Games Summit, held at the Game Developers Conference 2007 in San Francisco, March 2007: Our Journey From Narbacular Drop To Portal (Kim Swift, Valve) In this lecture, the team which made IGF Student Showcase winner Narbacular Drop talk about the making of the innovative title, tips for student developers, how the entire team got picked up by Valve to make Portal using the Source Engine, and exactly how they've transitioned from student indie creators to continued...
GDC Extras Archive
by Independent Games Summit
movies
eye 1,233
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A lecture from the 2007 Independent Games Summit, held at the Game Developers Conference 2007 in San Francisco, March 2007: The Casual Cash Cow? (Eric Zimmerman, Gamelab) The Gamelab co-founder (Diner Dash) talks about how the indie aesthetic/mentality interacts with the casual market (and vice versa), in the best talk on casual games outside of the Casual Games Summit, talking about some of the things that helped Gamelab stay focused and alive in the casual and indie games market, such as...
Topics: IGS, IGS 2007, GDC, GDC 2007, GDC Lecture, Independent Games Summit, Eric Zimmerman, Gamelab, Diner...
GDC Extras Archive
by Independent Games Summit
movies
eye 1,019
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A lecture from the 2007 Independent Games Summit, held at the Game Developers Conference 2007 in San Francisco, March 2007: Postmortem: Gastronaut Studios' Small Arms (Jacob Van Wingen, Don Wurster, Gastronaut) The creators of Xbox 360 Live Arcade stand-out title Small Arms, previous veterans of XBLA from their work with Fuzzee Fever on the original Xbox Live Arcade, talk about what went right and what wrong during the development of the frenetic multiplayer shooter, giving plenty of insight...
Topics: IGS, IGS 2007, GDC, GDC 2007, GDC Lecture, Independent Games Summit, Jacob Van Wingen, Don Wurster,...
GDC Extras Archive
by CMP Technology
movies
eye 957
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A lecture from the 2007 Independent Games Summit, held at the Game Developers Conference 2007 in San Francisco, March 2007: Physics Games Go Indie (Matthew Wegner, Flashbang Studios) Wegner, who is both an indie developer and runs the physics game blog Fun-Motion, explains why real-time physics are such a big part of many innovative independent games, with demonstrations and practical tips for developers wanting to use physics to make their games stand out.
Topics: IGS, IGS 2007, GDC, GDC 2007, GDC Lecture, Independent Games Summit, Matthew Wegner, Flashbang...
GDC Extras Archive
by Nintendo of America, Inc.
movies
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Footage of Super Mario Galaxy from Shigeru Miyamoto's GDC 2007 Keynote speech o.
Topic: nintendo, wii, super mario galaxy
GDC Extras Archive
movies
eye 735
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During the 2002 Game Developers Choice Awards, a house band played between awards and at the beginning and end of the production. While there is no independent verification as of yet, the band appears to be Tipsy, a San Francisco-based eclectic lounge-surf-dj group around since the mid 1990s. At the end of the awards show, the band continue to play a set, and the camera was left recording it - this is that footage. The crowd slowly files out and chats while the band plays on - going through...
Topics: GDC, Tipsy, Awards, Band
GDC Extras Archive
movies
eye 728
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Recorded before the start of Warren Spector's game design keynote at GDC 2003, this collection of crowd shots and pans across the auditorium show the attendees, layout, and size of attendance at GDC events for 2003. The video recording is direct from Betacam SP tape, and has been left otherwise untouched as an AVI to allow for other users and editing with minimal recompression. At the end of this footage, GDC board member Mark Cerny stands working out a sound issue, which was later resolved...
Topics: GDC, GDC Extras, Cerny, Spector, Crowds, Conference
GDC Extras Archive
movies
eye 714
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Part of the 2007 Independent Games Summit, held at the Game Developers Conference 2007 in San Francisco, March 2007: Marketing For Indies (Russell Carroll, Reflexive/GameTunnel) Want your game to be the one everyone is talking about? Interested in increasing how many copies you've sold? Russell Carroll, who heads up marketing for Wik & The Fable Of Souls creator Reflexive, and also founded key indie game press site GameTunnel, discusses how to maximize your buzz and sales opportunities....
Topics: IGS, IGS 2007, GDC, GDC 2007, GDC Lecture, Independent Games Summit, Russell Carroll, Reflexive,...
GDC Extras Archive
movies
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As part of an outreach program to acknowledge the work done in the Demoscene, the Demoscene Outreach Group (DOG) brought demonstration tapes to various graphics and game events around the world. This reel of contemporary (2003) demos likely played on a looping basis during GDC in one of the theater areas. Each of the included demos is accompanied by an information card and then played in full before moving to the next. Credit for the tape is given to the Demo Scene Outreach Group. Demos played...
GDC Extras Archive
movies
eye 545
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This is a collection of gameplay videos from a selection of 1996-era computer and console games, including Super Mario 64, Virtua Fighter, Civilization II, Quake, You Don't Know Jack, Wing Commander III, and many others. In some cases, the same footage loops or different sequences of similar footage is shown in various configurations. While it is not clear what the purpose of the tape was, it was likely to be an editing scratch tape (to test out editing sequences or image quality) or might have...
Topics: GDC, GDC Extras, Sizzle Tape
GDC Extras Archive
movies
eye 538
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From the GDC Archives, this collection of rough interviews around the 2006 Game Developers Conference contains a mass of interviews by staff and developers about the experience of the GDC.
Topics: GDC, 2006, Interviews
GDC Extras Archive
movies
eye 522
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Characters, factions, classes, and decks: we embrace asymmetry in competitive games, yet one overpowered option can wreak havoc on a community. Such metagame imbalances need not be evaluated solely through intuition. This talk introduces a principled approach to understanding the strength of asymmetric options, grown from the speaker's work balancing PlayStation All-Stars Battle Royale. The method uses game theory and matchup charts to describe the possible metagames that can form among expert...
Topic: GDC
Game physics engines are used to create games like Portal, Titanfall, Smash Hit, and Diablo 3. Games would be far less compelling without the realistic physics simulation that engages the player's intuition and stimulates their motion awareness. Physics has become a staple of the modern gaming tradition as we try to re-create and re-interpret the world around us. The Physics for Programmers tutorial brings together speakers from Blizzard, Respawn, Mediocre, and Valve. Topics include numerical...
Topic: GDC
Tasked with creating hundreds of character animations that would would blend seamlessly into a painted 2d world, but without any ability to illustrate, what technical and creative tricks could you employ to succeed? An exercise in using your constraints to your advantage, this 30 minute talk tracks the (hopefully) successful attempt to create thousands of Ghibl'style frames of animation with limited time, people and personal skillset. Focusing almost exclusively on specific technical takeaways...
Topic: GDC
GDC Extras Archive
movies
eye 379
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Collection of variant computer-generated Game Developers Conference logos, likely to be used to head sold materials and video assets related to the 1999 Game Developers Conference.
Topics: GDC, GDC Extras, Logos
GDC Extras Archive
by Jason Scott
movies
eye 361
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Many of the GDC tapes are BetacamSP format and subject to problems involving the magnetic signal. While the audio is not quite as noticeable, the video image can show a fluttery, milky overlay to the original recording. By applying a flicker reduction filter via Virtualdub, the time cost in re-rendering the material is made up for by the increase in quality. This demonstration shows a single range of tape before and after the filtering. The speaker is Ernest Adams, discussing games as art.
Topics: Tech Demo, Virtualdub, Flicker, Filter
"Procedural" is a bit of a buzzword at the moment, but what does it actually mean? A tiny team of artists at Hello Games is using procedural technology to create the infinite worlds of No Man's Sky. But how do you maintain quality and artistic control when faced with the chaos of infinity? Like many artists, they were very cynical about procedural art, thinking that the loss of control inevitably leads to inferior art. They were so very wrong! Art Director Grant Duncan will describe...
Topic: GDC
GDC Extras Archive
by CMP Game Media Group
movies
eye 323
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"Sizzle" tape (collection of logos and television news recordings) of the 14th annual Game Developers Conference. Likely created to show to prospective vendors and exhibitors examples of the far-reaching influence of GDC with regards to exposure and brand recognition. People and events appearing in this tape include: General walking around shots, Dara Gray Tinefield, Adam Sessler of ZD-TV, Scott Budman of News Channel 11, Bill Gates of Microsoft, David Louie of ABC San-Jose, Trent...
Topics: GDC, Game Developers Conference
GDC Extras Archive
movies
eye 288
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Sequels and reboots in Hollywood have now become more common in gaming. In this "vision track" keynote, the creator and producer of the new Battlestar Galactica TV series discusses how he developed and adapted the existing story behind a large franchise into a new series. Speaker: Ronald Moore
Topics: gdc, Ronald Moore, Battlestar Galactica, 2006, keynote
This talk is a detailed walkthrough of the game engine modifications needed to make The Last of Us Remastered run at 60 fps on PlayStation 4. Topics covered will include the fiber-based job system Naughty Dog adopted for the game, the overall frame-centric engine design, the memory allocation patterns used in the title, and our strategies for dealing with locks.
Topic: GDC
GDC Extras Archive
movies
eye 269
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This talk covers practical approaches to applying various design methods. In particular what can you, as a designer, do when you don't seem to be getting traction with your current approach. Speaker: Will Wright
Topics: gdc, Will Wright, game design, 2004
GDC Extras Archive
movies
eye 263
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Find out how to use simple procedural techniques to achieve interactive and fluid animations using very few key frames, with examples from indie games like Overgrowth, Receiver and Black Shades. What exactly is the difference between a playable character and a vehicle?
Topic: GDC
GDC Extras Archive
movies
eye 227
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Games have reached the point where realistic portrayals of sex and adult relationships are possible, but what does this mean to us as developers? How much responsibility do we have in addressing issues of sexism and sexuality, and are we inadvertently making statements about what is acceptable, even when we don't mean to say anything at all? Our industry is struggling with a conflict between the desire to be taken seriously as an art form, and the desire to avoid addressing social issues...
Topic: GDC
GDC Extras Archive
movies
eye 221
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This session will give you the not-so-skinny on how games portray fatness and characters of size. What are our harmful, pervasive societal ideas about being fat and in what ways do fat characters in games, and the way they play, reinforce them? How do some games succeed in making fat characters that don't fall into easy pitfalls? How does being fat sometimes cross over with things like gender? Probably most importantly: what are the things designers can do to make players of all body types feel...
Topic: GDC
GDC Extras Archive
movies
eye 219
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Technical art is evolving rapidly. In many studios TAs play key roles in developing efficient tools pipelines, and ensuring art content is visually striking and optimized for performance. TAs bridge content and engineering, helping make both more successful. However, many studios have still not fully embraced the TA role. Their TAs are smart and eager to make an impact, but are not sure how to best prove their value, and be given key roles in development. A group of experienced, respected...
Topic: GDC
Free2Play downloadable PC/Mac games have had a great run, not the least in the media, with the likes of League of Legends, DOTA2 and World of Tanks grabbing all the headlines. But how does the business look one step down from the top 1%? After spending 18 months in Steam's Top-5 Free2Play games (out of 140 games), Reloaded Games is happy to pull back the curtain on how 'the other 99%' live in that world. In short, in spite of all the hype, the Western Free2Play downloadable market remains...
Topic: GDC NEXT
GDC Extras Archive
movies
eye 213
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Sound logo for the Game Developers Conference 1999 - computer-generated numbers bounce around a meeting hall until the GDC Logo appears and the right numbers bounce into place.
Topics: GDC, Game Developers Conference
GDC Extras Archive
movies
eye 212
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Multi-threading in games has been among the most challenging applications of multi-threading in the consumer space. The session presents three case studies of PC games, recently released, which have implemented multi-threading in order to take advantage of growing availability of multi-processor systems and Intel processors with hyper-threading technology. Speakers: Aaron Coday, William Damon, Maxim Perminov
Topics: gdc, Aaron Coday, William Damon, Maxim Perminov, 2004
The camera plays a prominent role, not only in the reboot of Tomb Raider, but in every video game. It can make the player more emotionally involved, and therefore more active. How exactly does an engaging camera work, and how can we achieve it? What tools and technologies do we need to create an emotionally engaging experience? What problems do we face during the development of engaging camera systems, and how do we solve them? This talk will pose answers to all of these questions, and walk you...
Topic: GDC
GDC Extras Archive
movies
eye 207
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While FarmVille helped put social games on the map, public perceptions of the game have varied widely. Loved by players, but often derided by vocal members of the gaming community, one thing is certain: FarmVille has lasted longer than almost all other social games to date. There is a good reason why FarmVille has withstood the test of time. Join Mike Perry, executive producer, and Abhinav Agrawal, director of product, from Zynga's FarmVille studio to hear how a combination of platform...
Topic: GDC
Learn about the organization, vision and process used to create an immersive user interface for the popular card crafting game, Hearthstone: Heroes of Warcraft. Time permitting, team culture and cross-platform development will also be discussed.
Topic: GDC
GDC Extras Archive
movies
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How do you create memorable and distinctive characters? In this presentation, production designer, art director, and illustrator Scott Campbell will share his creative process for creating amazing characters. Scott will begin by describing his approach and showing past works, then move into a live demonstration where he will develop a new character design, sharing his thoughts during the process.
Topic: GDC
While Steam represents a huge chunk of the overall PC games market, there hasn't been a public, NPD-style service providing detailed overall sales estimates for the entirety of the service - until now. The "Steam Gauge" project samples tens of thousands of public Steam Community profiles to generate accurate enough estimates of aggregate sales and gameplay hours for every game on the service. This session will provide an in-depth analysis of that data, and what it tells us about the...
Topic: GDC
GDC Extras Archive
movies
eye 186
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This presentation discusses approximately fifteen guidelines to be followed by developers so that their games will sell successfully. The more closely these guidelines are followed, the better the chance of the game's success. Speaker: Bruce Shelley
Topics: gdc, Bruce Shelley, game design, 2001
Modern console architectures have heterogeneous, multi-core computation architectures that differ vastly in performance and memory characteristics. As a result, game engine architectures have moved away from thread-level parallelism to use 'job systems' for fine-grained task and data parallelism. To optimally take advantage of all available resources, a game engine must be designed from the ground up for job-based multithreading. In this talk we will delve into the renderer that Bungie...
Topic: GDC
GDC Extras Archive
movies
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GDC Extras Archive
movies
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With each advent of next generation console technologies, the death knell sounds for the PC. Is the PC really dead? Have all the PC dead? Have all the PC developers gone console? Come hear industry leaders debate the merits of developing for consoles vs. PCs and what the future holds. Speaker: Trip Hawkins Panelists: Kelly Flock, Ed Fries, Bing Gordon, Phil Harrison, Demis Hassabis, Jason Rubin, Bruce Shelley
Topics: gdc: Trip Hawkins, Kelly Flock, Ed Fries, Bing Gordon, Phil Harrison, Demis Hassabis, Jason Rubin,...
GDC Extras Archive
movies
eye 166
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Come Make Monsters! Iain McCaig will reveal the tricks of the trade of being a creative designer, and give you the chance to join him in creating a new universe of creatures live on stage. Speaker: Iain McCaig.
Topics: gdc, Iain McCaig, concept art, 2001
GDC Extras Archive
movies
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Warren Spector and Doug Church discuss ideas for practical and useful ways to analyze and criticize game design. The presentation is split into two videos, one featuring graphics and another featuring video footage of the speakers. This video features the graphics used in the presentation. Speakers: Doug Church, Warren Spector
Topics: GDC, game design, Warren Spector, Doug Church, Thief, graphics, 2002
Game physics engines are used to create games like Angry Birds, Half-Life, Tomb Raider, Red Faction, MotorStorm, Limbo, and Diablo 3. Games would be far less compelling without the realistic physics simulation that engages the player's intuition and stimulates their motion awareness. Physics has become a staple of the modern gaming tradition as we try to re-create and re-interpret the world around us. The Physics for Programmers tutorial brings together speakers from Blizzard, Dtecta, Havok,...
Topic: GDC
GDC Extras Archive
movies
eye 156
favorite 0
comment 0
GDC Legends of Gaming - Clip 002.avi
The soundtrack for the 2012 cult indie hit Dear Esther has been praised for its emotional power and innovative fusion of digital effects and live instrumentation. This talk will explain the process of evolving the soundtrack from the original 2007 mod, which was built using only digital samples, to the remake's lush orchestration. The talk will focus on how to create rich and deep soundtracks on a tight budget, and our process of design, placement, and optimization of the music as a device to...
Topic: GDC
Warren Spector and Doug Church discuss ideas for practical and useful ways to analyze and criticize game design. The presentation is split into two videos, one featuring graphics and another featuring video footage of the speakers. This video features footage of the speakers. Speakers: Doug Church, Warren Spector
Topics: gdc, game design, Doug Church, Warren Spector, speaker footage, 2002
Building a game that people play for years is no simple task and has no magic formula. However, in this session, Clash of Clans developer, Jonas Collaros, takes an insider's look at the hit game's development history and asks: what lessons can Clash teach? The mobile, free-to-play marketplace is rife with challenges, even for veteran developers, but, Jonas explains, perhaps the greatest challenge is maintaining a focus on essentials. A project's essential needs change again and again,...
Topic: GDC
GDC Extras Archive
movies
eye 140
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From the introduction of the original The Legend of Zelda in 1986 to the graphic design of 2002's cel-shaded The Legend Of Zelda: The Wind Waker, The Legend of Zelda series has undergone many significant changes over the years. Some modifications were accelerated by technological improvements and others stemmed from the desire to adjust theme or graphic representation. Eiji adresses the challenges faced by Nintendo's development team while creating The Legend of Zelda: Ocarina of Time, The...
Topics: gdc, Eiji Aonuma, Zelda, 2004
"Project Bar-B-Q" is a conference to create a body of information that represents to the audio/computer community as represented by MMA, the IA-SIG, and the AES. The opinions, and, to the extent possible, consensus of the BBQ Group regarding the topic: "What do you want to see in hardware and software for music on computers in the next 5 years?" are presented. The conference was held in October 1996 and this lecture explores the findings with the community at CGDC. Intended...
Topics: GDC, music, soundcard, Project Bar-B-Q, Team FAT, George Alistair Sanger, 1997, Fatman
Hideaki Itsuno pulls back the curtain for a candid look at the creation of Dragon's Dogma through untold development stories, humor and inspiring ideas. This session will focus primarily on the game's original vision and genesis, while also touching on aspects of marketing and post-release product support strategy.
Topic: GDC
GDC Extras Archive
movies
eye 135
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In this talk, art director Matt Nava will present the artwork he created during the development of the game Journey by thatgamecompany. The audience will learn about the creative processes, inspirations, challenges, and constraints that were encountered while designing the art direction for this critically acclaimed and award-winning PS3 title. Based on the book "The Art of Journey" which Nava recently wrote, the lecture will cover the design of the character, creatures, landscapes,...
Topic: GDC
GDC Extras Archive
movies
eye 134
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In this session, ideas for nonlinear character animation and general interactive animation in video games are discussed. Audiences will take away an idea of what it takes to create believability in an interactive character. Speaker: Ken Perlin
Topics: gdc, Ken Perlin, interactive animation, 2001
How can "level design" meaningfully exist as a unified discipline when the actual work of level design varies so widely between different games and developers? This talk critically assesses level design as a fragmented design practice stretched across a material history of level editors, the evolution of the level designer as an industry role, level design as a continuation of a modernist architecture program, and design as a political process. What would a "sustainable level...
Topic: GDC
The idea that games are fundamentally interactive is deeply ingrained in both the industry and the academy. As a result, games are typically analyzed as responsive dynamic systems. However, while this way of thinking about games yields useful insights into many types of games, it breaks down when it is applied to low-interaction play spaces like Dear Esther and Gone Home. Some have even gone so far as to claim that such experiences are not games at all. This talk offers a new methodology for...
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Topic: GDC
GDC Extras Archive
movies
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GDC Extras Archive
movies
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This lecture discusses the basics of team-based AI, drawing on the speakers' experience with games such as Tom Clancy's Rainbow Six and Shadow Watch. Speakers: Clark Gibson, John O'Brien
Topics: gdc, Artificial Intelligence, Clark Gibson, John O'Brien, 2001
GDC Extras Archive
movies
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GDC Legends of Gaming - Clip 001.avi
GDC Extras Archive
movies
eye 122
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200 GDC Game Awards (Camera Reel 1)
GDC Extras Archive
movies
eye 122
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This talk is a behind-the-scenes look at the art creation process for Jonathan Blow's The Witness. Speaking from the perspective of an indie developer with a very different philosophy from most big studios, Luis Antonio will show you how a small art team focused on understanding the core essentials of gameplay, and allowed the visual language to be an extension of it. He will go over the thought process used to create such a strong visual style and how it was implemented, by working closely...
Topic: GDC
GDC Extras Archive
movies
eye 120
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Through an analysis of several recent, popular free-to-play games, this talk will explore and define the border between free-to-play as a legitimate business model and free-to-play as unsustainable player exploitation. Exploitive design provides no service to players and corrupts us as game designers, moving us from putting gameplay first to putting money first in a betrayal to our craft. With this business model exploding in popularity, Dino Patti will ask us to pause and move forward...
Topic: GDC
GDC Extras Archive
movies
eye 118
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This lecture describes how to perform object to world collision detection and resolution using Binary Space Partitioning (BSP) trees in a 3D videogame. Speaker: Stan Melax
Topics: gdc, Stan Melax, BSP, Collision, MDK2, 2001
The road from Diablo III to Reaper of Souls was a long and difficult one for the development team. Join Diablo game director Joshua Mosqueira as he discusses the hows and whys behind the seismic shifts in gameplay, core philosophy, itemization and rewards. Learn about how the team managed to remove the controversial Auction House, about the evolution of randomness at the heart of the Diablo experience, and how the value of focusing on the fantasy guided this and other major decisions.
Topic: GDC
This discussion delves into the specifics of how to approach a licensor or studio with your ideas, find the hook that will get their attention, deal with agents, keep the deal focused on what your team needs, and what to expect when you end up at a table with intellectual property and licensing attorneys. Speaker: David Perry
Topics: gdc, intellectual property, game production, David Perry, keynote, 2004
GDC Extras Archive
movies
eye 116
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Ultra-realistic characters are a common target for current rendering engines, given the importance of storytelling in modern games. However, efforts toward photorealistic character rendering are futile if they don't include subsurface scattering rendering (SSS), realistic eye shading, physically based rendering, depth of field, film grain, plausible bloom, film-like tone mapping, very detailed assets, soft shadows, and an accurate anti-aliasing solution. Failing on any of these means the...
Topic: GDC
While the quality of photo-realistic real-time graphics in games is advancing daily to near feature-film quality, Arc System Works' RED team took a completely different approach with Guilty Gear Xrd in pursuit of an impressive art style that would stand out even in this competitive environment. The team's mission was to rebuild a classic 2D fighting game within a modern full-3D graphical framework, while maintaining all of its old-school 2D charms. In this talk, technical artist Junya C...
Topic: GDC
GDC Extras Archive
movies
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Over the past ten years the complexity of many games has increased, and with that so has the knowledge needed to create them. Creating the latest code for graphics, animation, physical simulation, even to some extent artificial intelligence requires thorough knowledge of the necessary mathematical underpinnings. This tutorial continues the tradition of the "Math for Programmers" tutorial by bringing together some of the best presenters in gaming math to concentrate on the core...
Topic: GDC
Last year's '5 Domains of Play' presentation demonstrated how the facets of motivation in Psychology's Big 5 (or OCEAN) correlate to player preferences for specific game elements. Science! This year, we are going to find a solid, universal, practical game development application of this model, or die in the attempt. Firstly, the 5 Domains model needs some work. Over the last year, we have simplified it to focus exclusively on the 8 facets that seem to be primary for gaming, found a place for...
Topic: GDC
GDC Extras Archive
movies
eye 109
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Game designers frequently emphasize the "game" part of their title. In this inspirational talk, Stone will focus on the "designer" aspect. How is game design similar to other forms of design, such as fashion design, automotive design or industrial design? What can we learn from these other disciplines that will help us grow as game designers, both personally and professionally? Stone describes his own personal design journey and the lessons he has learned along the way....
Topic: GDC
GDC Extras Archive
movies
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It has been said that "pathfinding is a solved problem." Just because something is "solved" doesn't mean it can't be improved especially with regards to execution time. Normally, a speed gain of 10x or 100x over a traditional algorithm is unheard of. Recently, a method has been devised that is capable of doing just that to A*. In 2011, Harabor and Grastien introduced Jump Point Search (JPS) that achieves up to a 10x speed improvement over A* on uniform cost grids. In the...
Topic: GDC
GDC Extras Archive
movies
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This session explores ways to make characters more real, interesting, and fun for players. The goal is to expand the audience with characters that appeal to a broader set of gamers. With the increasing powers of today's graphics and AI, it's easy to create an elaborate and expensive, but somehow "flat" character. A cheaper and often more effective shortcut is to use a little psychology. The more developers know about how people "read" other people in real life interactions,...
Topics: GDC, psychology, The Sims, Half-Life, Halo, Zelda: Windwaker, Katherine Isbister, 2004
GDC Extras Archive
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Clinton Keith, the pioneer of the Agile, Scrum, and Kanban practices that are applied to the video game industry, will share the secrets of applying Kanban to video game development. See how some of the most progressive studios are applying these practices to eliminate wasted time and effort. Find out how they can improve the quality of the game and the quality of life for developers, by focusing on quality rather than mass-producing unproven assets to meet a dicey schedule. Discover ways to...
Topic: GDC
As a product of an all-Japanese development team, the free-to-play mobile game Blood Brothers makes for an unusual leader in Google Play's gross rankings. Producer Yuji Shimizu has been a part of the game since the beginning, and he will discuss the secret of evolving a free-to-play game in the right direction and holding onto players' interest.
Topic: GDC